anjeli93 opened this issue on Apr 06, 2018 · 9 posts
anjeli93 posted Fri, 06 April 2018 at 7:31 AM
Hi there! I apologize if this has been discussed before, but I couldn't find anything about it. I've been trying to make my own custom clothes for use in Daz Studio (4.10). Everything works great as far as fitting clothing to characters and I've even been able to make my own UV maps for custom made full-object textures. BUT if I want to use an Iray shader preset or any tiled pattern preset, it just doesn't work as intended. For example, I made this simple shirt night dress. Here it is rendered with no set texture (only the Iray Uber Base preset applied) next to the Basic Wear Tank Top (with also just the base preset).
When I apply a shader (here I used the studded black rubber Iray preset), it looks great on the tank top but only the color shows up on my object.
I thought it might be a problem with the sizing, so I played around with the number of tiles, and I mean I tried a BIG range of numbers, but no matter how hard I try I can't get that nice textured look to show up on my clothing. The same thing happens with patterns as well as shaders, and with this object as well as every other custom made object, whether I've made it in Blender, Marvelous Designer or Hexagon. I don't know if I'm doing something wrong or what! Any help you guys can give would be fantastic! Angelina
RHaseltine posted Fri, 06 April 2018 at 9:47 AM
But if you apply a map it does cover the surface?
anjeli93 posted Fri, 06 April 2018 at 10:03 AM
RHaseltine posted at 10:01AM Fri, 06 April 2018 - #4327546
But if you apply a map it does cover the surface?
Yes, for the stuff I've made in Marvelous Designer I export a map for the item and that works just fine when applied in Daz. It's just the shader presets that don't work...
RitaCeleste posted Fri, 06 April 2018 at 8:53 PM
Could it be subdivide settings? Check the bump strength in the surface panel, Displacement settings I think are in there too, you could try turning them up. You might want to see if two or four subdivides allow for the pattern to show up. When I do raised textured shaders, if I remember right I turn up the subdivides so my displacement maps can bend the top layer of the object and that sounds like the problem here. Daz may not see how to bend larger polys without using the subdivide settings. I try not to up it more than 4 subdivides, I have tried more, like 6 but it makes my computer work too hard. I do it in the surface panel, but I think you can edit the subdive on the model but I know very little about modeling so I haven't used that edit geometery setting.
RitaCeleste posted Fri, 06 April 2018 at 9:32 PM
Marvelous Designer uses a triangular mesh and perhaps one with rectangles now as well. You want the rectangles. In the past people spent $800 for Zbrush so they could shrink wrap the items and get the item made out of rectangles. Blender does it, not as well but it will try and it is free if MD bungles it. I am not sure what Daz Studio does if you tell it to subdivide a triangular mesh.
anjeli93 posted Sat, 07 April 2018 at 8:40 AM
@RitaCeleste, thank you so much for your suggestions! After a lot of trial and error I finally got the shaders to work nicely on my MD stuff. Blender-made objects still don't work, but it's probably something I did while making/exporting as opposed to something that can be fixed with Daz's settings. Oh well, I'm learning as I go!!
FyraNyanser posted Fri, 13 April 2018 at 7:16 PM
anjeli93 posted at 1:10AM Sat, 14 April 2018 - #4327636
@RitaCeleste, thank you so much for your suggestions! After a lot of trial and error I finally got the shaders to work nicely on my MD stuff. Blender-made objects still don't work, but it's probably something I did while making/exporting as opposed to something that can be fixed with Daz's settings. Oh well, I'm learning as I go!!
I had this issue with tiled/procedural textures recently with parts of a model I'd made Blender. It turned out I had forgotten to UV map those parts of the mesh. I would check your UV map in Studio using the UV view. If it you don't see anything pretty much but white then I would check your UV mapping in Blender. I make a lot of items for DAZ Studio in Blender and the shaders always work as expected—except when I've forgotten to UV map!
anjeli93 posted Tue, 17 April 2018 at 1:58 AM
FyraNyanser posted at 1:57AM Tue, 17 April 2018 - #4328251
I had this issue with tiled/procedural textures recently with parts of a model I'd made Blender. It turned out I had forgotten to UV map those parts of the mesh. I would check your UV map in Studio using the UV view. If it you don't see anything pretty much but white then I would check your UV mapping in Blender. I make a lot of items for DAZ Studio in Blender and the shaders always work as expected—except when I've forgotten to UV map!
I love you!! This was my mistake. I hadn't exported with the UV map. Thank you so much!
FirstBastion posted Thu, 27 July 2023 at 4:02 PM
Absolutely the UV mapping determines how well a tiled texture (most shaders) will display on the surface of the model.
What does your actual UV map look like? Many times remapping the UVs will fix the problem.